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Combine deadly racing, deckbuilding, and roguelite style to get car battles unlike anything before – Death Roads: Tournament is now available on GOG in its early access!

Choose a driver, car, weapons, and sponsors to overcome tactical encounters. Adapt to an ever-changing race to come out on top and earn entry into the last safe haven on the Divided States of America.

Check it out!

Note: This title is currently in development. See the FAQ to learn more about games in development, and check out the forums to find more information and to stay in touch with the community.
An unusual genre-mix for sure - will pick it up as soon as it releases proper.
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GOG.com: Early Access: Death Roads: Tournament
Combine racing with deckbuilding
Reminds me a little of classic board games, where the progress of races gets simulated by cards.
It's like the Thunder Road board game or, even earlier, Car Wars. Cool.
I'm not usually into car stuff, but turn based stuff with card game mechanics on the other hand is my jam, so this might be

>sees the "roguelike" tag<

...ah, right, nevermind.
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Breja: I'm not usually into car stuff, but turn based stuff with card game mechanics on the other hand is my jam, so this might be

>sees the "roguelike" tag<

...ah, right, nevermind.
Soon. Soon that wretched fad will end.
This looks f-amazing!!
I'm not usually into turn based stuff with card game mechanics, but car combat stuff on the other hand is my jam, so this might be

>sees the "roguelike" tag<

...ah, right, nevermind.
Hey devs, are cheevos planned or something? Thanks
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Eawyne: Soon. Soon that wretched fad will end.
Nope. Soon all games, everywhere, will be roguelikes. An AI will be invented that transforms all existing non-roguelikes into roguelikes. Ready for roguelike Pac-Man? Too bad, you're getting it anyway!
Looks interesting. Will wait to see how it turns out once it hits 1.0.
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Eawyne: Soon. Soon that wretched fad will end.
*presses X to very much doubt* They've only increased in number over the past decade or two. I doubt they'll ever go away.

While I don't care for a lot of them, including the very original Rogue and its many derivatives, there are some that do stand out and can be quite fun for me... a la Spelunky, Rogue Legacy, Slay the Spire, Monster Train, Ring of Pain... Singleplayer deckbuilder games in particular seem to work quite well with that kind of gameplay model.
Post edited November 16, 2023 by P-E-S
This isn't the Death Road to Canada sequel I was expecting.
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P-E-S: Looks interesting. Will wait to see how it turns out once it hits 1.0.
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Eawyne: Soon. Soon that wretched fad will end.
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P-E-S: *presses X to very much doubt* They've only increased in number over the past decade or two. I doubt they'll ever go away.

While I don't care for a lot of them, including the very original Rogue and its many derivatives, there are some that do stand out and can be quite fun for me... a la Spelunky, Rogue Legacy, Slay the Spire, Monster Train, Ring of Pain... Singleplayer deckbuilder games in particular seem to work quite well with that kind of gameplay model.
True, I've been ejoying Slay the Spire and Loop Hero, among others. But it also feels like a lazy mechanic most of the time.
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Breja: I'm not usually into car stuff, but turn based stuff with card game mechanics on the other hand is my jam, so this might be

>sees the "roguelike" tag<

...ah, right, nevermind.
Same thought process here :)
I think the rogue-like genre gets a lot of stick because it's so hard to do it right.

You have to balance all the drops and also make sure that the RNG can't piss off the player too much, while keeping enough variety.

It's something which requires serious thought and design, not just ideas->iterative and test-driven programming, which is why there have been a lot of duds.

But games like Slay the Spire show that it is possible and it works.